I shall certainly strive to old friend. And it is certainly good to see you again. Perhaps you could help spread the word of the Grand Re-Opening of the Emporium with news of a rather interesting artifact I happened to stumble across while I was away.
*slips a hand below the counter and retrieves a shimmering emerald nearly as large as the palm of his hand, wrapped in an intricate latticework of gold. As the light catches it, the stone seems to thrum with a soft light of its own and you can almost feel the power of the mystic energy throbbing within it*
I came across this little wonder in the Old Kingdom Mountains. Its name is Mogravid the Chameleon, and it is a rare and unique Rune Gem; a large gemstone that is not only completely covered in runes, but if one looks closely, they will see even more runes deep within the stone's interior. In its current state, Mogravid is only capable of communicating with whoever holds him via Limited Telepathy. Through this communication, he will explain his powers;
Morgravid the Chameleon, a Greater Free Willed Rune Item Alignment1.
Independent personality with an IQ of 20 and a MA of 25.2.
Communicates through Limited Telepathy.3.
Totally indestructible4.
A free willed Rune Item (Dragons & Gods pg232) Morgravid does not actually link to whoever holds him, but rather enters into a partnership with whoever he bonds to. Once a mutual agreement between wielder and rune item is reached, the item bonds, not only mentally with the new partner, but also physically with whatever random item is presented by the new wielder (which, btw, CAN be a game changer in the negotiations) and effectively turns said item into a Temporary Rune Artifact, making it magically indestructible and possessing the full range of powers Morgravid normally has. (see below) The item may be any non-magical weapon, piece of armor, jewelry, or shield, but once an item is chosen, the wielder MAY change the item Morgravid is bonded to. It may only be done once per week and only if the new item is of better quality than the original. Morgravid may also desire a change in appearance, occasionally making suggestions on how handy he might be as 'insert random expensive item here'. If Morgravid is feeling particularly insistent, he may even start using his psi powers to directly manipulate his partner into ponying up the dough for a new look whether he likes it or not. However, he is smart enough to not push too far. He thoroughly enjoys being active and is at least open to civil negotiation, but he will be quick to remind his partner of just how much power he has. Morgravid's powers are mostly standard rune item abilities, however a few powers are entirely based off of the type of item he is bonded with (see Bonded Powers below)
Common item powersRegardless of what he is bonded to, Morgravid will always have these powers at his disposal:
1.
Psionics: Possesses All Sensitive Psi-Powers plus the Super Psi Powers Hypnotic Suggestion and Mentally Possess Others (See Special Notes Below) ISP: 150 which recovers at a rate of 10 every 3 hours
2.
Spell Magic Can cast the following Wizard spells at 6th level proficiency; Blinding Flash, Cloud of Smoke, Befuddle, Chameleon, Paralysis (Lesser), and Telekinesis. PPE: 100 which recovers at a rate of 10 per 3 hours
3.
+1 bonus to ALL saving ThrowsBonded PowersThese powers are available according to whatever object Morgaravid is bonded to. There are 4 main categories of item he may bond with;
Weapons, Armor, Shields, Clothing/Jewelry.1. Weapons: If bonded with a Weapon, Morgravid becomes a Greatest Rune Weapon with the abilities listed above plus adding a +4d6 to the base damage of whatever the weapon is (Thus, bonded with a knife, Morgravid deals 5d6 damage, but, if bonded with a Sabre Halberd, he does a whopping 7d6 damage!)
He will also add an additional +2 to strike and +3 to parry in addition to any other bonuses the weapon may already carry {Thus a Dwarven weapon built with a +2 parry bonus will see that bonus increase to +5 should Morgravid bond with it).
Lastly, regardless of the type of weapon he is bonded to, the weapon's Critical Strike roll is 1 level easier. (Most critical Strikes require a roll of a natural 20. Weapons Morgravid is bonded to score a critical strike with a natural 19 or 20.)
2. Shields: If bonded to a shield, Morgravid will assume a front and center position upon the shield and it will become indestructible and see its weight reduced by half, making it easier to maneuver and granting a +4 to parry in addition to any quality bonuses like in Weapons noted above. Damage with a Shield Bash: 3d6 (small shield) or 4d6 (large shield). A Wall (minimum 4 feet by 4 feet shield) may be used to shield bash by a Giant-sized character and will do 5d6 damage
Morgravid will be able to alter the size of the shield (either upon command or as he sees fit), going from the size of an average archer's buckler (about 1 foot across) to a 10 feet high by 15 feet wide wall in a single melee attack.
The shape of any wall created from about 4 feet by 4 feet and up may have its shape altered as well, from a curved bulwark to an indestructible dome big enough for up to 4 people (6 actual maximum but it'll be a bit cramped)
3. Armor: If Morgravid becomes bonded with a suit of armor, the armor's AR is increased by +2. (A suit of Hard Leather armor would have an AR of 13 while Plate Armor goes up to an AR of 19!). The suit will also gain an additional 200 SDC.
The armor will regenerate SDC at a rate of 20 per hour, even if the armor is reduced to 0 SDC (ie it can never be completely destroyed, always getting itself back up to 20 SDC every hour)
Finally, the additional 200 SDC may also be 'spent' on temporary special features for the armor:
*Wings: Allows the wearer of the armor to fly at a speed of up to 30 mph. Using the wings to strike anything would be like a punch doing 1d6 damage. Cost: 30 SDC Duration: 30 minutes. At the end of 30 minutes, land, reinvest another 30 SDC or crash... hard.
*Claws: Like the Gryphon Claw Gloves or Dragon claw Gauntlets, claws sprout from fingertips of the back of the hands or even both. Regardless of how they look or where they come from, they all do 4d6 damage per swipe and are still considered rune weapons. Cost: 30 SDC per hand Duration 10 Melee rounds
*Horns/Spikes: Sprouting from virtually any surface the armor has, horns and spikes can be made to pop up on the helmet, shoulders, elbows, knees, forearms and shins. Some even like raising a ridge of sharp spines along the spine for added effect with wings. Damage from a Gore w/helmet horns or a spiked shoulder block would do 2d6 damage, spiked knee or elbow strikes do 3d6 damage while most other strikes would add an additional 1d6 damage to their normal damage. Cost: 10 SDC per pair of horns or spikes. A spine ridge would cost 30 SDC. Duration: 10 minutes
*Attribute Boost: Morgravid can boost the wearer's PS, PP and Spd. each attribute may be increased by up to 15 points at a cost of 2 SDC per point (max 30 SDC per Attribute). All corresponding bonuses apply for the duration of the boost. Duration: 10 minutes (Note: the Spd boost is not applicable to the speed granted with the Wings ability)
*Eyes of the Wolf: Only available if the Helmet of the armor is worn. Effects and duration identical to the Wizard spell (PFRPG pg 204) at 5th level proficiency. Self only. Cost: 25 SDC
4. Clothing/Jewelry: When added to a set of clothing or a piece of jewelry, Morgravid will assume the shape of a brooch, pendant or even a ring on the wearer's finger. On jewelry, he makes a beautiful centerpiece on crowns, tiaras and bracelets. Basically, use your imagination. Either way the following abilities are granted:
*Natural Armor: Whatever clothing the wearer has on grants the wearer a Natural AR of 14. Any roll to strike the wearer below 14 does no damage (though they will certainly FEEL the hit)
*Iron Will: grants a +3 bonus to the wearer's ME, an additional +2 to save vs Psionics AND makes the wearer IMPERVIOUS to possession or Mind control from outside sources (still vulnerable to Korgravid's Psionic manipulation,even the +2 save bonus doesn't apply, but he's not likely to mention that)
*Psi-Boost: Finally, when added to clothing or jewelry, Morgravid gains a boost to his own Psionic abilities, gaining an additional 50 ISP and ALL Physical Psi-Powers plus the Super Psi-Power of Mind Wipe.
5. If Mogravid is ever bonded with an incompatible item (such as a piece of furniture or a statue or basically ANYTHING not able to easily fall into one of the above categories) he is essentially rendered inert. He will have no powers, the item he is attached to will not be indestructible or gain any powers and he will only be able to communicate via Limited Telepathy to anyone within a 5 feet radius of the item he is attached to. Morgravid is fully awake and aware when in his inert state and he truly HATES when he has to endure it. While he will avoid this state as much as possible, he MAY be convinced to do so on the rare emergency occasion, but only for a very short while. Any longer than 48 hours and he will be really angry when he's finally let out of the bottle, so to speak.
As far as I can tell, boys and girls, old Mogravid the Chameleon here, is a unique, one of a kind Rune artifact. So far as I can see in the history books I have, there are no other Rune Items like this. And before you mention it, yes! I am fully aware of the Crystal swords, rods, wheels and so on at the Island at the Edge of the world... If anyone happens to know where others like this one are, I would be VERY interested in knowing where they are, and I am willing to pay well for such information... once the veracity of your story can be determined, of course.
Thanks for coming by, and for those of you that have been here before, thanks for coming back. I hope to see you and your friends again soon.
EDIT: Just noticed I forgot the 'special note' I mentioned in Morgravid's Psionics section. So....
Special Note: Morgravid is a true Master of the Super Psi Power; Mentally Possess Others, so much so that it costs him only 15 ISP to use it rather than 30. The duration of the power is unchanged as is the range... Which is Touch. One of his favorite tactics in weapon form is to patiently wait until his wielded strikes a foe and, in that instant, take control of the stricken foe and use him as a puppet.
Morgravid WILL mention the he has this power to whoever tries to bond with him. What he won't mention, at least not without a little prompting, is that he can even use it on you ('the wielder'). And, unless you specifically forbid it in your agreement, he WILL use it on you when he sees fit to do so.
Regardless, anyone that gets taken over is suddenly possessed by Morgravid the Chameleon, an ancient Assassin of more than modest repute. If attacked, Morgravid's fighting style is best described as 'violently efficient'. He strikes to incapacitate, wound, cripple, maim or execute in the fastest and most efficient way possible to achieve the results he desires. His combat stats are those of his host with 2 additional attacks per melee, a +2 to Strike that can also counts toward a Critical Strike, a +4 to Parry/Dodge and a +4 to Damage. Also considered to know ALL Weapon Proficiencies at 6th level skill.
Second: Morgravid's Alignment; Aberrent with a very high intelligence (IQ: 20) and a very powerful personality (MA: 25), an extremely dangerous combination. He has a very firm grasp on his abilities, power and, most importantly, his own worth. He has a very grand view of the big picture and knows all too well how to play the long game. Of course, Morgravid's goals are his own so buyer beware. He WILL honor whatever agreement you make with him to the letter. But he will expect it from you as well. And may your gods have mercy if you don't keep your end of the bargain.
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus